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Now imagine if you are just 1 person...
Making a 10 hour game is no easy task...
Big companies are not interested in making horror games anymore. Unless its remakes or Resident Evil. Horror is a pretty niche genre and many people dont care about it at all or they prefer to watch a streamer play it. Thats why you see generic shooters coming out year after year, open world games etc
Horror is literally left in the hands of indie developers. I like that because I love to support indie developers but it also means getting a bunch of smaller games instead of a few massive ones.
But this isn't a 10 hour game, it's maybe a 2 hour game if you're really slow.
I made a lot of mistakes early on in development that limited the scope later, after I'd built too much on top of those mistakes to easily fix them without redoing a big chunk of the game and codebase. Initially when I realized this I decided that time and effort would be better spent on other projects, and I shelved Butcher's Creek to focus on Iron Lung and Chop Goblins.
At some point in 2023 I gave the project another look and felt that there were enough good elements to merit taking what was there and making it into a finished game. This meant cutting things, redesigning things, filling in missing pieces of levels and narrative, and bandaiding technical problems and AI/animation shortcomings, which I worked on throughout 2024. The finished version you've played is the result of trying to make sure all the level design, atmosphere, story, and gameplay have a chance to develop without falling into repetition or defaulting to filler content, while also navigating the limits I inflicted on myself with a bad foundation years ago when I started the project.
In other words, while I am immensely proud of the work I did on Butcher's Creek and did the best I could to make it the best game it could be, there were limits to how far I could take it without starting over from scratch, and I decided to accept those limits and make the game that it is rather than the game that could have been. The result is not the perfect Condemned-like that exists in my head, but it's the one I could make and finish! And considering it took 6 years of on and off work to make it happen, I'm not sure the perfect version would have ever released.
A dusk-length spiritual successor to butcher's creek on a more stable engine/codebase would be fantastic
Yea it gets boring if you only play horror games for their combat, but most people play for the story and atmosphere. You seem to even have trouble making it through Lost in Vivo so your opinion is redundant in this conversation.
Thanks for stopping by though!
No need to apologize. Most of us wouldn't even figure out how to make the title screen for a video game. I wasn't trying to sound demanding or negative about what is here, I just loved it so much My dopamine receptors crave for more.
Its always baffled me how nobody else has tried to recreate a condemned like game and I am honestly just happy at least one developer sees the potential in this type of game. I do hope that one day you are able to return to this idea again.
Thank You for the explanation of history behind Butcher's Creek and Your work bringing some light back to the untouched themes and atmosphere of Blood and Condemned.
I really don't think horror is niche, Five Nights at Freddys, Dead by Daylight and Slenderman are terrible games and still extremely popular to the point that children play them. Then you have Phasmophobia, Outlast, Amnesia and Visage that are more on the "need some new underwear" kind of scary that are still very popular and well received.
Big companies don't touch them because they struggle to even make good non horror games and cannot jam them to the gills with micro transactions without major backlash. Horror games use to be massively successful when these companies cared and knew how to make a good product.